Registry indexed
gamedev-audio-design
Imported awesome-gamedev-agent-skills guidance for audio-design workflows in game development projects. Use when designing audio buses and mixing, ducking music under dialogue, adaptive music, or SFX variation.
Overview
Imported awesome-gamedev-agent-skills guidance for audio-design workflows in game development projects. Use when designing audio buses and mixing, ducking music under dialogue, adaptive music, or SFX variation.
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Audio design
Game audio is a mixing graph plus a music system. Route every sound through a
small set of buses so you can balance and process groups; make music react to
play through layering and re-sequencing rather than looping one track. This skill
teaches the portable practice; bind it to godot-audio, Unity's AudioMixer, or
middleware (FMOD/Wwise) for concrete APIs.
When to use
- Use to design a bus/mixer layout, set group volumes, and apply effects (reverb, compression, EQ) to groups of sounds.
- Use to duck music/ambience under dialogue or impacts (sidechain).
- Use to build adaptive music that responds to combat/exploration intensity.
- Use to add SFX variation (pitch/sample randomization) and sync events to a beat.
When not to use: for the engine's concrete audio nodes/streams, use
godot-audio or the engine's audio skill. Loading/streaming and asset import are
engine concerns. For UI sliders that drive bus volume, see the engine UI skill.
Core workflow
- Lay out buses, not per-sound volume. A typical tree:
Master ← {Music, SFX, Ambience, UI, Voice}. Everything plays into a bus; the player's settings sliders map to bus volumes. Never set hundreds of clip volumes by hand. - Work in decibels, not linear. Perceived loudness is logarithmic. Volume controls and automation should operate in dB; convert only at the edges.
- Leave headroom. Mix so the Master peaks below 0 dBFS (aim for a target loudness, e.g. around -14 to -16 LUFS for many games) to avoid clipping.
- Duck competing sources with a sidechain compressor (or volume automation): when voice/important SFX plays, the music bus dips, then recovers.
- Make music adaptive via vertical layering (stems faded in/out) and/or horizontal re-sequencing (swap segments at musical boundaries). See the reference.
- Vary repeated SFX with small random pitch/volume offsets and sample pools so footsteps and hits don't sound robotic.
- Verify on real output. Listen on headphones and speakers; check that the mix balances, ducking is audible but not pumping, and music transitions land on the beat — never assume from the editor meters alone.
Patterns
1. Bus routing and dB gain
# Route sounds to named buses; control GROUPS, not individual clips.
sfx_player.bus = "SFX"
music_player.bus = "Music"
# Map a 0..1 settings slider to decibels (linear_to_db), the perceptual unit.
func set_bus_volume(bus_name: String, slider01: float) -> void:
var idx := AudioServer.get_bus_index(bus_name)
var db := linear_to_db(clamp(slider01, 0.0001, 1.0)) # 0 -> silence, 1 -> 0 dB
AudioServer.set_bus_volume_db(idx, db)
# RIGHT: slider -> dB via linear_to_db. WRONG: assigning slider01 straight as dB
# (a "0.5" would be only +0.5 dB — almost no change — and 0 would be 0 dB, full).
2. Ducking via sidechain (music dips under voice)
# A compressor on the MUSIC bus, keyed by the VOICE bus, lowers music while
# dialogue plays, then releases. This is "sidechain ducking".
# Setup (engine-specific): add a compressor effect to the Music bus and set its
# sidechain to the Voice bus. Then tune:
# threshold: level on Voice that triggers ducking (e.g. -30 dB)
# ratio: how hard to duck (e.g. 8:1 for a clear dip)
# attack: fast (~10 ms) so music gets out of the way promptly
# release: slow (~300-500 ms) so it recovers smoothly, not pumping
# No-middleware alternative: tween the Music bus volume down on voice start and
# back up on voice end.
func duck_music(active: bool) -> void:
var target_db := -12.0 if active else 0.0
create_tween().tween_method(
func(v): set_bus_volume_db("Music", v), current_music_db, target_db, 0.25)
3. SFX variation (kill the "machine gun" repeat)
# Randomize pitch slightly and pick from a sample pool so repeats feel organic.
func play_varied(samples: Array, bus := "SFX") -> void:
var p := AudioStreamPlayer.new()
p.stream = samples[randi() % samples.size()] # rotate through several takes
p.bus = bus
p.pitch_scale = randf_range(0.94, 1.06) # +/- ~6% pitch wobble
add_child(p); p.play()
p.finished.connect(p.queue_free) # clean up one-shots
4. Beat-synced events (quantize to the music grid)
# Schedule gameplay/visuals on musical time, not frame time, so they land on beat.
const BPM := 120.0
var seconds_per_beat := 60.0 / BPM
func current_beat(playback_position_sec: float) -> int:
return int(playback_position_sec / seconds_per_beat)
# Quantize an action to the NEXT beat boundary instead of firing immediately.
func time_until_next_beat(pos: float) -> float:
return seconds_per_beat - fmod(pos, seconds_per_beat)
# Drive timing from the audio playback clock, which is steadier than frame delta.
Pitfalls
- Treating slider values as dB. Volume is logarithmic; map
0..1throughlinear_to_db(and back withdb_to_linear). A linear slider on raw amplitude feels like it does nothing until the very bottom. - Per-clip volume instead of buses makes a global balance pass impossible and bloats save/settings. Mix on buses.
- Clipping the master. Summed sounds exceed 0 dBFS and distort. Leave headroom; put a limiter on Master as a safety net, not as the mixer.
- Pumping ducking: too-fast release or too-high ratio makes music audibly breathe. Lengthen release; lower ratio.
- Looping a single music track for the whole game feels flat. Use layers or segments that respond to state (see the reference).
- Beat sync off frame time.
deltadrifts; read the audio playback position for musical timing, and account for output latency. - Unbounded one-shot players: spawning AudioStreamPlayers without freeing
them leaks. Free on
finished, or use a small pool.
References
references/adaptive-music.md— vertical layering vs horizontal re-sequencing, transition timing (bars/quantize), stingers, intensity mapping, and crossfades.
Related skills
godot-audio— buses,AudioStreamPlayer, effects, and sync-to-beat in Godot.input-systems— trigger audio from input actions.physics-tuning— collision events that drive impact SFX.platformer,roguelike— genres whose feel leans on audio feedback.
File metadata
name: gamedev-audio-design description: "Imported awesome-gamedev-agent-skills guidance for audio-design workflows in game development projects. Use when designing audio buses and mixing, ducking music under dialogue, adaptive music, or SFX variation."
View original text
---
name: gamedev-audio-design
description: "Imported awesome-gamedev-agent-skills guidance for audio-design workflows in game development projects. Use when designing audio buses and mixing, ducking music under dialogue, adaptive music, or SFX variation."
---
# Audio design
Game audio is a **mixing graph plus a music system**. Route every sound through a
small set of buses so you can balance and process groups; make music *react* to
play through layering and re-sequencing rather than looping one track. This skill
teaches the portable practice; bind it to `godot-audio`, Unity's AudioMixer, or
middleware (FMOD/Wwise) for concrete APIs.
## When to use
- Use to design a bus/mixer layout, set group volumes, and apply effects (reverb,
compression, EQ) to groups of sounds.
- Use to duck music/ambience under dialogue or impacts (sidechain).
- Use to build adaptive music that responds to combat/exploration intensity.
- Use to add SFX variation (pitch/sample randomization) and sync events to a beat.
**When *not* to use:** for the engine's concrete audio nodes/streams, use
`godot-audio` or the engine's audio skill. Loading/streaming and asset import are
engine concerns. For UI sliders that drive bus volume, see the engine UI skill.
## Core workflow
1. **Lay out buses, not per-sound volume.** A typical tree: `Master ← {Music,
SFX, Ambience, UI, Voice}`. Everything plays into a bus; the player's settings
sliders map to bus volumes. Never set hundreds of clip volumes by hand.
2. **Work in decibels, not linear.** Perceived loudness is logarithmic. Volume
controls and automation should operate in dB; convert only at the edges.
3. **Leave headroom.** Mix so the Master peaks below 0 dBFS (aim for a target
loudness, e.g. around -14 to -16 LUFS for many games) to avoid clipping.
4. **Duck competing sources** with a sidechain compressor (or volume automation):
when voice/important SFX plays, the music bus dips, then recovers.
5. **Make music adaptive** via *vertical* layering (stems faded in/out) and/or
*horizontal* re-sequencing (swap segments at musical boundaries). See the
reference.
6. **Vary repeated SFX** with small random pitch/volume offsets and sample pools
so footsteps and hits don't sound robotic.
7. **Verify on real output.** Listen on headphones and speakers; check that the
mix balances, ducking is audible but not pumping, and music transitions land
on the beat — never assume from the editor meters alone.
## Patterns
### 1. Bus routing and dB gain
```gdscript
# Route sounds to named buses; control GROUPS, not individual clips.
sfx_player.bus = "SFX"
music_player.bus = "Music"
# Map a 0..1 settings slider to decibels (linear_to_db), the perceptual unit.
func set_bus_volume(bus_name: String, slider01: float) -> void:
var idx := AudioServer.get_bus_index(bus_name)
var db := linear_to_db(clamp(slider01, 0.0001, 1.0)) # 0 -> silence, 1 -> 0 dB
AudioServer.set_bus_volume_db(idx, db)
# RIGHT: slider -> dB via linear_to_db. WRONG: assigning slider01 straight as dB
# (a "0.5" would be only +0.5 dB — almost no change — and 0 would be 0 dB, full).
```
### 2. Ducking via sidechain (music dips under voice)
```gdscript
# A compressor on the MUSIC bus, keyed by the VOICE bus, lowers music while
# dialogue plays, then releases. This is "sidechain ducking".
# Setup (engine-specific): add a compressor effect to the Music bus and set its
# sidechain to the Voice bus. Then tune:
# threshold: level on Voice that triggers ducking (e.g. -30 dB)
# ratio: how hard to duck (e.g. 8:1 for a clear dip)
# attack: fast (~10 ms) so music gets out of the way promptly
# release: slow (~300-500 ms) so it recovers smoothly, not pumping
# No-middleware alternative: tween the Music bus volume down on voice start and
# back up on voice end.
func duck_music(active: bool) -> void:
var target_db := -12.0 if active else 0.0
create_tween().tween_method(
func(v): set_bus_volume_db("Music", v), current_music_db, target_db, 0.25)
```
### 3. SFX variation (kill the "machine gun" repeat)
```gdscript
# Randomize pitch slightly and pick from a sample pool so repeats feel organic.
func play_varied(samples: Array, bus := "SFX") -> void:
var p := AudioStreamPlayer.new()
p.stream = samples[randi() % samples.size()] # rotate through several takes
p.bus = bus
p.pitch_scale = randf_range(0.94, 1.06) # +/- ~6% pitch wobble
add_child(p); p.play()
p.finished.connect(p.queue_free) # clean up one-shots
```
### 4. Beat-synced events (quantize to the music grid)
```gdscript
# Schedule gameplay/visuals on musical time, not frame time, so they land on beat.
const BPM := 120.0
var seconds_per_beat := 60.0 / BPM
func current_beat(playback_position_sec: float) -> int:
return int(playback_position_sec / seconds_per_beat)
# Quantize an action to the NEXT beat boundary instead of firing immediately.
func time_until_next_beat(pos: float) -> float:
return seconds_per_beat - fmod(pos, seconds_per_beat)
# Drive timing from the audio playback clock, which is steadier than frame delta.
```
## Pitfalls
- **Treating slider values as dB.** Volume is logarithmic; map `0..1` through
`linear_to_db` (and back with `db_to_linear`). A linear slider on raw amplitude
feels like it does nothing until the very bottom.
- **Per-clip volume instead of buses** makes a global balance pass impossible and
bloats save/settings. Mix on buses.
- **Clipping the master.** Summed sounds exceed 0 dBFS and distort. Leave
headroom; put a limiter on Master as a safety net, not as the mixer.
- **Pumping ducking**: too-fast release or too-high ratio makes music audibly
breathe. Lengthen release; lower ratio.
- **Looping a single music track** for the whole game feels flat. Use layers or
segments that respond to state (see the reference).
- **Beat sync off frame time.** `delta` drifts; read the **audio playback
position** for musical timing, and account for output latency.
- **Unbounded one-shot players**: spawning AudioStreamPlayers without freeing
them leaks. Free on `finished`, or use a small pool.
## References
- `references/adaptive-music.md` — vertical layering vs horizontal re-sequencing,
transition timing (bars/quantize), stingers, intensity mapping, and crossfades.
## Related skills
- `godot-audio` — buses, `AudioStreamPlayer`, effects, and sync-to-beat in Godot.
- `input-systems` — trigger audio from input actions.
- `physics-tuning` — collision events that drive impact SFX.
- `platformer`, `roguelike` — genres whose feel leans on audio feedback.
Review the source
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- Get the skill
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- License
- LGPL-3.0
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Free to get does not mean free to run. Price labels are not safety ratings. Submit pricing information →
Skill source recorded
Skill instructions are recorded. This is not a runtime test, safety guarantee or compatibility certification.
Review before install: Avoid automatic install
License: LGPL-3.0
- Potential broker, wallet, exchange, or real-money execution surface; sandbox and explicit approval are required
- Low GitHub adoption signal
- AI review approval is missing
- This skill may touch real-money trading, broker, wallet, or exchange operations; use only in a sandbox with explicit approval.
- Quality score needs review
- GitHub adoption: 20 GitHub stars
- Stars/forks activity: 20 stars, 2 forks; issue activity unavailable in current metadata
- Review status: AI review approval is missing
Listed tools are metadata hints, not tested compatibility. Agent prompts are suggested handoffs.
Start with one small task
- 1Read the source. Confirm the input, expected output, dependencies and permissions.
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Check the source for dependencies, API keys and third-party costs. A public repository does not mean every service is free.
Source & usage notes
Repository metadata and review signals are advisory. Popularity, source discovery and successful execution are different facts.
- Source repository
- bgrenat/godot-game-dev-studio
- License
- LGPL-3.0
- Version
- Unknown
- Last GitHub push
- Oct 12, 2026
- Registry updated
- Oct 13, 2026
- Instruction path
- skills/gamedev-audio-design/SKILL.md @ cb2e2cb6bede
Version reported in registry metadata; check source releases before relying on it.
Quality
54/100
Needs review
Trust
66/100
Sandbox only
Audit
75/100
Risky
- Potential broker, wallet, exchange, or real-money execution surface; sandbox and explicit approval are required
- Low GitHub adoption signal
- AI review approval is missing
- This skill may touch real-money trading, broker, wallet, or exchange operations; use only in a sandbox with explicit approval.
- Quality score needs review
- GitHub adoption: 20 GitHub stars
- Stars/forks activity: 20 stars, 2 forks; issue activity unavailable in current metadata
- Review status: AI review approval is missing
- Verified installs
- —
- Outcomes
- —
Copies are not installs. Installation counts require a reported successful installation; they are not a blanket quality guarantee.
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This page exposes the same decision, trust, audit, use-case, and install signals through the Registry API, so agents can rank this skill without scraping the UI.
More details
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"track": "Design and creative production",
"scenario": "Multimodal media",
"maintenance": "1d since push",
"risk": "Risky"
},
"alternative_skills": [
{
"slug": "latent-spaces-brag-slim",
"name": "brag-slim",
"url": "https://www.openagentskill.com/skills/latent-spaces-brag-slim",
"stars": 13807,
"install_command": "npx skills add latent-spaces/brag --skill brag-slim",
"trust_score": 81,
"audit_score": 84
}
],
"do_not_use_when": [
"teams that need a vendor-supported SLA",
"production agents without a repository review",
"Low GitHub adoption signal",
"No OpenAgentSkill engagement data yet",
"Audit risk risky exceeds max_risk=medium",
"Potential broker, wallet, exchange, or real-money execution surface; sandbox and explicit approval are required",
"AI review approval is missing",
"This skill may touch real-money trading, broker, wallet, or exchange operations; use only in a sandbox with explicit approval."
],
"agent_contract": {
"task_input": "Use gamedev-audio-design in an agent workflow",
"recommended_action": "Do not auto-install. Inspect the source, dependencies, and permission surface first.",
"install_policy": "block",
"minimum_review_before_use": [
"Trust: 74/100 Strong shortlist",
"Audit: 75/100 Risky",
"Safety: 63/100 Avoid automatic install",
"Review repository, license, install command, and permission surface before production use."
],
"expected_agent_output": {
"selected_skill": "bgrenat-gamedev-audio-design (gamedev-audio-design)",
"install_command": "npx skills add bgrenat/godot-game-dev-studio --skill gamedev-audio-design",
"risk_summary": "Risky; Blocked for auto-install; Review before production",
"verification_result": "Report the smallest successful task, files touched, warnings, and any missing setup."
}
},
"outcome_feedback": {
"endpoint": "https://www.openagentskill.com/api/agent/outcome",
"method": "POST",
"requires_resolve_event_id": true,
"event_id_source": "Use install_receipt.outcome_feedback.event_id or feedback.event_id returned by /api/agent/resolve for the current task.",
"expected_outcomes": [
"success",
"failed",
"not_relevant",
"blocked_by_risk",
"setup_required"
],
"payload_template": {
"event_id": "<install_receipt.outcome_feedback.event_id or feedback.event_id from /api/agent/resolve>",
"skill_slug": "bgrenat-gamedev-audio-design",
"task": "Use gamedev-audio-design in an agent workflow",
"agent": "codex",
"outcome": "success",
"install_used": true,
"risk_blocked": false,
"setup_required": false,
"task_success": true,
"output_quality": 4,
"error_type": null,
"human_review_required": false,
"workspace": "sandbox",
"time_to_useful_ms": 120000,
"notes": "Report the smallest successful task, setup friction, files touched, and risk notes."
}
},
"endpoints": {
"web": "https://www.openagentskill.com/skills/bgrenat-gamedev-audio-design",
"api": "https://www.openagentskill.com/api/agent/skills/bgrenat-gamedev-audio-design",
"audit": "https://www.openagentskill.com/skills/bgrenat-gamedev-audio-design/audit",
"eval": "https://www.openagentskill.com/api/agent/evals?slug=bgrenat-gamedev-audio-design&task=Use%20gamedev-audio-design%20in%20an%20agent%20workflow&max_risk=medium",
"resolve": "https://www.openagentskill.com/api/agent/resolve?task=Use%20gamedev-audio-design%20in%20an%20agent%20workflow&agent=codex&max_risk=medium",
"receipt": "https://www.openagentskill.com/api/agent/receipt?task=Use%20gamedev-audio-design%20in%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text",
"install": "https://www.openagentskill.com/api/skills/bgrenat-gamedev-audio-design/install",
"manifest": "https://www.openagentskill.com/api/registry/manifest/bgrenat-gamedev-audio-design"
}
}For the creator
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- Creator
- bgrenat
- Indexed by
- OpenAgentSkill community index
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[](https://www.openagentskill.com/skills/bgrenat-gamedev-audio-design/audit)
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